Yep, Bayou Wars is just around the corner (June 7 - 9) so I'll be working on goodies for my 3 games. This will leave me no time for solo wargaming. So, I'm putting up a few more pictures of mostly recently painted figures.
First off are 3 Chronoscope figures, Eden, Farrah, and whatever his name is. Eden will be called Fuschia for obvious reasons. A very simple paint job. There is an interesting flaw in the figure. Both semi-auto pistols have their ejection ports on the left side of the gun. All auto-pistols have their ejection ports on the right side. She will be Big Bad Leroy Brown's main squeeze, and will be a Poser in Two Hour Wargames rules.
Farrah is so 70's with her big hair and sunglasses, that I painted her in 70's high fashion, with all accessories in shiny white. And Big Bad Leroy Brown will be a gang leader in 5150 New Beginnings. I never could warm to the figure, so his paint job is a bit uninspired.
And here's a Hasselfree and two more Chronoscopes. I painted the Hasselfree in work-a-day clothes, so she's pretty plain. Note her gigantic eyes! Next is the Smuggler girl from Chronoscope. I had just rewatched A Boy And His Dog, so her pants were inspired by Vic's shirt, one of thos late 60's multi-stripes (I had several). She has had a bit too much callogen in her lips. And finally Decker Detective from Chronoscope. He has a gaudy tie, like the best film noire detectives. My stepson really likes this figure because "nothing matches, because he's too poor to use anything but what he's already got." Hey, how come no one has made a Vic figure?
The first two figures are old GW figures. The alien is proof that some figures can't be improved with a paint job. The center figure is probably Talisman, and an Indiana Jones rip-off. Nice figure though. The last was given to me, and I have no idea who the manufacturer is. I call him Officer Unfriendly, with his sideburns and cigaret in his mouth. I intend him to be a Freddy Kruger figure in my zombie games. You can kill him, but he'll keep coming back in another episode. I found a Chevy Tahoe diecast police vehicle for him, from Maquette. I have a friend who is a Louisiana State Trooper who wants me to paint another in their dark blue with yellow piping. If another shows up, I'll do it.
And finally, this is a Reaper figure that my stepson gave me for Christmas. I tried to do a little more exacting painting on him before washing him with my brown wash. The staff was painted a medium grey and then washed with Windsor Newton Nut Brown followed by Windsor Newton Peat Brown. I find it gives a good worn wood finish.
This will probably be my last post until sometime after Bayou Wars, so I hope you enjoy it.
Flashcove's cay
Monday, May 13, 2013
Wednesday, April 24, 2013
Fantasy, Science Fiction and Bond!
My job has not left me freedom to run another game, although it is set up. But I have been painting, so I'll show you what I have been up to.
First of all, the rangers from Mega Miniatures, who will be closing by the end of the year, and whose inventory is lessening by the minute.
First of all, the rangers from Mega Miniatures, who will be closing by the end of the year, and whose inventory is lessening by the minute.
These figures are extremely well sculpted. When I ordered them, I expected average figures. They are well above average. I suspect that they are old Metal Magic molds, from the round bases. Each of the eight figures is different, and has a different quiver, so I'm going to Vampifan them and show front and rear, 4 at a time. You cannot go wrong with these guys. The faces have full eyes, so that I was able to put upper lashes (as a solid line) on some. The cloaks are not blue, but Alpine Green from Ceramcoat. The girl to the left above is one of my favorites.
I'm also quite fond of the shooter on the left in these pictures. The girl second from the right doesn't really seem to fit with the others, yet it is obvious, to me at least, that the sculpture is the same
Now we have a not-Bond bad guy that my stepson gave me for Christmas. A very nice, simple figure from Reaper.
And now to Celtos. I never bought Celtos because their weapons were too large for my taste. But these were given to me by long-time friend Paul Harruff, who realized that he had no interest in painting.
The figures are well sculpted, clean, and with good anatomy. The one with the axe in the center is my favorite in this group. They are all painted in plaids because they are all in kilts, and I am obviously a masochist. They are early plaids though, so easier to paint.
Here are the rest. You will note that the girls have all naughty bits covered. sigh.
And here are a bunch of figures from the lead pile, manufacturers uncertain.
I'm pretty sure that most of these are old Citadel figures, mostly from the huge bosses intended to go through their shields and hold them on. They were all also intended for slotta bases. I had to sand them down, or drill holes in the shields to attach them. The two girls were painted long ago, but revitalized recently. They were litterally in the lead pile, and had become chipped.
Now we go to Alternative Armies. I got these recently trying to get my nude girls with sword and shield up to 10, but was unable to do so, since Alternative Armies substituted another figure in 2 pack.
The two figures in the center also came from the lead pile, and I am uncertain whether they are still available. The second figure from the right has a helmet 3 or 4 sizes too small for his head, so I wouldn't give him a very high Rep. I rather like the left hand figure.
And here are the rest. I hate fantasy standard bearers. They never fit in the box. Hence the fact that he so far has no banner, but the finial at the top was too interesting to ignore. The second figure from the left could fit in any Dark Ages army as an earl, though all the shield are incredibly ornate.
I have no idea who made the following figure. He was also in the lead pile, but I like him so much he gets his own front and rear shots.
The rear picture is from a little too low angle, I think.
And finally, Bronze Age Miniatures not-Rogue Trooper.
The figures are typical of the sculptor; extreme poses but beautifully executed. You either like his stuff, or you don't. I do.
Really nice. Really extreme. And now for the not-Nords.
Kinda goofed with the two left figures. The sergeant in the center has his antenna added from a piece of brass wire and brass tube, with a dollop of super glue to round the top.
These were painted a good while back, but I never got around to taking pictures. I do plan to get the snipers at some time, but BAM doesn't have a shop. You have to email him what you want, and upon his reply, send him a Paypal, and I am spoiled by shops.
Well that's it.
Saturday, March 30, 2013
Looting the farm, a Warrior Heroes Legends skirmish
I wanted to become more familiar with the combat in WHL and the heroic melee optional add-on. So I set up a little skirmish in which 4 barbarians would attempt to overcome a Milesian farm.
The background:
Barbarian raids had become a little too familiar in the area of Heimdal's farm. So when he and his brother-in-law Golroth decided to add a new compound to the farm, they kept their weapons nearby. Heimdal's first wife had died several years back, and he became acquainted with a young shield maiden, Friztkie, and married her. His teenage son Hymie didn't seem to care, since she was a better cook than his father. Hymie had just returned with their flock of sheep and was practicing with his sling, his only weapon.
Toondar the barbarian had convinced some drinking buddies that a farm raid was just the thing to keep them in ale. Maki, a mongol bowman, Ali, a Saracen, and Raquel, a spearwoman liked ale enough to join him.
The Barbarians
The background:
Barbarian raids had become a little too familiar in the area of Heimdal's farm. So when he and his brother-in-law Golroth decided to add a new compound to the farm, they kept their weapons nearby. Heimdal's first wife had died several years back, and he became acquainted with a young shield maiden, Friztkie, and married her. His teenage son Hymie didn't seem to care, since she was a better cook than his father. Hymie had just returned with their flock of sheep and was practicing with his sling, his only weapon.
Toondar the barbarian had convinced some drinking buddies that a farm raid was just the thing to keep them in ale. Maki, a mongol bowman, Ali, a Saracen, and Raquel, a spearwoman liked ale enough to join him.
The Barbarians
All the figures, except the missile men, have the standard Warriror attribute of Resilient.
Ali, Rep 4, spear, AC2, and Vicious.
Maki, Rep 3, bow, sword, shield, dagger, AC2, no attribute.
Toondar, Rep 5, 2-handed axe, AC2, no additional attribute. The leader.
Raquel, Rep 4, spear, dagger, AC2, Brawler.
The Milesians
Golroth, Rep 4, 2-handed sword, AC2, Strong-willed.
Hymie, Rep 3, sling, AC2, no attribute.
Friztkie, Rep 4, sword, shield, AC2, Rage.
Heimdal, Rep 5, 2-handed axe, AC2, no additional attribute. The leader.
The barbarians crept up on the farm, and saw the two men working on the fences, and the teenager practicing with his sling. They did not see Friztkie bathing in the stream behind the house. There was a large open space to cover, and though the men were busily mending the fence, they saw the barbarians long before they could reach them, except Hymie, who went down with an arrow and not a sound before he knew the barbarians were there.
Turn 2: Barbarians 1, Milesians 2
Heimdal and Golroth advance to charge range and do so!
Friztkie hears the commotion and comes running, but can't get within charge range.
Heimdal and Toondar swing and miss, neither gaining advantage. Golroth rushes Raquel, and is pushed back in heroic combat, with Raquel following up. Ali charges Heimdal, and is pushed back. Heimdal can't follow up because he's locked in with Toondar.
Activation now goes to the barbarians. Toondar and Heimdal keep one another at bay. Golroth knocks Raquel down, even after being pushed back. Maki fires at Fritzkie and misses. She is caught unprepared, and runs for the cover of the house. Ali charges Heimdal again, and is pushed back again.
Turn 3: Barbarians 6, Milesians 5 (this was going to become familiar to the barbarians)
Toondar knocks Heimdal down. Golroth keeps Raquel prone. Friztkie is too far to benefit from Heimdal's leadership. Besides, he's prone, not Carrying On.
Turn 4 Barbarians 6, Milesians 4
Heimdal safely stands up. Raquel successfully holds Golroth off, but Friztkie charges in and kills her.
Turn 5: Barbarians 5, Milesians 2
Toondar and Heimdal tie again, and Ali charges in, and gets knocked down! Golroth and Frizkie charge Toondar. Golroth is evenly matched, and Friztkie gets knocked down!
Turn 6: Barbarians 2, Milesians 5
Heimdal pushes Toondar back, and then knocks him down. Ali stands up. Maki fires at Golroth and misses, and Golroth ignores it!
Turn 7: Barbarians 5, Milesians 2
Since Toondar is prone, his Rep cannot be used to motivate his troops. (This may have been a GM error, since he would stand up at the beginning of the turn.)
Heimdal probably makes a strategic error and choses to charge Ali, since Toondar can only stand up. Ali pushed Heimdal back, and then is knocked down by Golroth, who also charges in.
Turn 8: Barbarians 1, Milesians 6
Toondar attacks Heimdal again, and is killed for his trouble! Ali stands up.
And gets knocked down again by Golroth!
Maki looses an arrow at Friztkie, which enrages her and she charges him. He fires again and misses. And
is killed by Friztkie!
Ali is an NPC and outnumbered 3 to 1, and flees.
If you haven't obtained the heroic melee combat, some of the Knock Downs may seem a little strange. The Recover from Knock Down chart is exchanged for one in which, condensed, pass 2d6,loser is pushed back 2" with the winner automatically remaining in contact. Pass 1d6, knocked down and must spend one full activation prone before arising. Pass 0d6, OOF. This makes the melee in small groups like the ones I used more detailed, and perhaps last longer.
I tried to make the groups as equal as possible, since I was getting used to the rules, and wanted to learn the mechanics without too much falderol. Of course, this little skirmish didn't take into account People and Savvy skills, but those are more role play goodies.
I'm very happy with this, my first attempt to use the system. I was a little disappointed that the slinger had no chance to return fire, but, oh, well.
All of the Milesians are from Alternative Armies.
Toondar is a slotta-base figure of I know not what manufacturer. Maki and Raquel are old GW, and Ali is from Harlequin, now Black Tree Design.
The totals, and after battle dodads. Maki OOF'ed 1 figure, and then missed 4 times. Heimdal killed Toondar, his opposite number. Friztkie did best, killing 2 figures. Hymie died of his wound. The Milesians have gained 1 helmet, a sword, a shield, a bow, a dagger, and a 2-handed axe. Friztkie may be able to wear the fur bikini after some alterations. Probably no one wants Toondars fur loincloth. But boots are always welcome.
Tuesday, March 5, 2013
Cromak Returns!
Yes, gentlefolk, Cromak has returned to the ring! His latest bout is featured below. Cromak's opponent is Niobe, a Hykarian female warrior with a two-handed axe, a Savvy of 4, Strength of 4, and a Speed of 5! In addition to the warrior attributes, she has Guile! And she is a 6 pointer.
Cromak is a slow mover, so she will probably always move first, and win more Maneuvers. Their weapons are equal, but her lesser Strength could tell in the long run.
Right off the bat Cromak moves from his gate to the heart of the arena, as does Niobe. But then, Niobe, apparently afraid of Cromak's reputation, hesitates.

She hesitates again, drawing boos from the crowd, and abuse from Cromak!
Cromak is a slow mover, so she will probably always move first, and win more Maneuvers. Their weapons are equal, but her lesser Strength could tell in the long run.

She hesitates again, drawing boos from the crowd, and abuse from Cromak!
Then Niobe slips past Cromak's guard, but is unable to strike home.
Her greater speed and agility keep the two of them bouncing back and forth, unable to connect with each other, until Niobe steps out of Cromak's way, and gives him a slight belly wound as he charges, and he goes down.
Elated, Niobe does a victory dance instead of charging in while Cromak is on the ground, and he regains his feet! (NPG movement) By this time, both Cromak and Niobe are out of bonus dice.
Cromak charges in and nearly severs Niobe's right arm, pushing her backing her back!
But even wounded, Niobe's speed and Guile make it very difficult for either to gain an advantage. They go round and round, slashing and hacking, dodging and feinting to no effect. But time is beginning to tell on Niobe as her life's blood reddens the sand!
Niobe knows there's no surrender and continues to fight, even as little sparkles outline her narrowing vision! With desperate swings, she forces Cromak back to the wall, but cannot overcome his defense.
And suddenly, she collapses, robbing Cromak of a killing stroke, as her blood ceases to flow from her wound.
Cromak is the victor, but Niobe's vigor had kept him out of the center of the arena, and backed to the wall. It is not a pretty, manly victory, as Cromak would have wanted, but he consoles himself with another point of Fame, his earnings, and his returns on his bets! Little cost for a good return, but nothing to brag about over a mug of ale. But the barmaid salves his cut on his belly, and he tries unsuccessfully to increase his speed with a Fame point.
Because the fighters were so evenly matched, there were many retakes, and the NPG table insured that Niobe would use her bonus dice quickly, though not quite as quickly as Cromak. He now has a total of 8 Fame points, with 6 useable, having failed to increase his Speed twice.
Sunday, February 10, 2013
We're goin' on a Lhurgg hunt, Oh, lookie...
It's been quite a while since I was able to do an AAR. The nature of my job requires quick reaction on a phone call, so I didn't have a way to set up a game without upsetting the house, either using the dining table, or setting up a large table in the living room. I went to Sam's Wholesale Club and got a 4' round folding table that I am able to set up in the computer room, and leave set up if I am called out.
So here we go.
Captain Gauche: "Lt. Newman, we need to get out to that farm and find out what the situation is. Police Lt. Marn, a retired Star Army soldier, gave me to understand that there's been a Lhurgg attack in his jurisdiction. Follow me so far?"
Lt. Newman: "Yessir!"
Captain Gauche sighs: "I need you to take a squad and do a recon of the area. RECON! I need to know what's out there so I can send appropriate force. You'll hear that two women have been kidnapped by the Lhurgg. You know what the Lhurgg do to women, but this is not a search and rescue. I need info on the Lhurgg infestation. We have to wipe them out! You understand? RECON!"
Lt. Newman: "Yes Sir!"
Captain Gauche: "Take your support squad and a full squad. Dismissed."
Captain Gauche puts his head in his hands, and mumbles to no one in particular: "That young jackass is going to get someone killed."
Lt. Newman is a Rep 4, as are the 3 squaddies who tag along with him. The squad is lead by Sgt. Masters, Rep 5, with a Rep 4 assistant leader, and a Rep 4 squad. Sgt Masters got rid of his sub-machine gun long ago, and packs the same assault rifle as the rest of the squad, as does the Lt.
The farm buildings have been burned down. There are no remains, either human or Lhurgg, to be found.
So here we go.
Captain Gauche: "Lt. Newman, we need to get out to that farm and find out what the situation is. Police Lt. Marn, a retired Star Army soldier, gave me to understand that there's been a Lhurgg attack in his jurisdiction. Follow me so far?"
Lt. Newman: "Yessir!"
Captain Gauche sighs: "I need you to take a squad and do a recon of the area. RECON! I need to know what's out there so I can send appropriate force. You'll hear that two women have been kidnapped by the Lhurgg. You know what the Lhurgg do to women, but this is not a search and rescue. I need info on the Lhurgg infestation. We have to wipe them out! You understand? RECON!"
Lt. Newman: "Yes Sir!"
Captain Gauche: "Take your support squad and a full squad. Dismissed."
Captain Gauche puts his head in his hands, and mumbles to no one in particular: "That young jackass is going to get someone killed."
Lt. Newman is a Rep 4, as are the 3 squaddies who tag along with him. The squad is lead by Sgt. Masters, Rep 5, with a Rep 4 assistant leader, and a Rep 4 squad. Sgt Masters got rid of his sub-machine gun long ago, and packs the same assault rifle as the rest of the squad, as does the Lt.
The farm buildings have been burned down. There are no remains, either human or Lhurgg, to be found.
The farm land is off the bottom of the table. Badlands with some ruins that have never been investigated cover the area behind what used to be the farm. There are 3 PEF's Reps 6, 4, and 3.
Turn 1: PDF 2, PEF 1
The Lt. moves to the edge of the heavy undergrowth to the right of the farmhouse, and the Sgt. leads the squad to the left. The PEF move as far toward the soldiers as the cover will allow.
Turn 2: PDF 4, PEF 6
The squad moves to the PEF's cover behind the farmhouse, revealing it to be breeze in the leaves. The Lt. moves forward. The PEF 4 moves towards the soldiers. The PEF 3 can move no farther without exposing itself.
Turn 3: PDF 4, PEF 1
The squad is only able to make a half move due to going through the heavy undergrowth, but it allows them to reveal the PEF 3, off to their right, which also turns out to be nothing. The Lt. moves forward. PEF 4 splits, and anew Rep 5 PEF is formed.
Turn 4: PDF 2, PEF 3
The PEF's cling to their cover. The Sgt.'s squad moves forward, and reveals the PEF 4 to be nothing, but the PEF 5 is a small Lhurgg herd, consisting of Rep 5 leader with a Rep 3 herd of 3, and a mutant Rep 2. Since it is the human's activation, they take the In Sight Test and pass with flying colors, gunning down the entire herd, though one squaddie goes Our Of Ammo, all out of action under the hail of bullets. Two are OOF, one OD, and the leader is KD, as is the mutant. The Lhurgg are Hard as Nails, and so roll 3D6 on the Recover From Knock Down, the leader is merely stunned, but the mutant is OOF.
Turn 5: PDF 3, PEF 2
There are no PEF's on the table. The squad caps the prone Lhurgg, and the Lt. yells, "Let's save the women." and sends the squad up the left while he takes the right.
Nothing of any consequence happens on Turns 6 through 8, so I'll just add the pictures.
Turn 9: PDF 5, PEF 4 (no PEF's)
The Sgt. is making better time than the Lt., who isn't too happy about it, so he gives the Sgt. hell.
And this breaks up the squads formation, since each figure rolls its own Fast Move.
Turn 10: PDF 2, PEF 4
The Sgt. slows down to regroup the squad, and the Lt. having seen all there is to see ahead, turns around and heads back down the board.
Turns 11 to 13 consist of more fruitless searching, with the result that the squad is back where it began, and the Lt. is in the heavy overgrowth to the right of the farmhouse.
Turn 14: I CHEAT PDF 5, PEF 2
Deus ex machina, another herd appears behind the Lt. Rep 4 leader, Rep 4 herd, and Rep 3 mutant. Following the NP Movement chart, half stay to shoot and the other half attempts to flank the Lt. on the right. Those who stood fire on the back of the Lt. and his group with no effect.
The left-most soldier is out gunned by the mutant's heavy machine gun, and goes to cover. The rest turn and fire with better effect than the Lhurgg, taking out 2 of the firers.
In the ensuing firefight, one soldier goes down OOF. But then the firefight dies down as no one standing has anyone to return fire to.
Turn 15: PDF 3, Lhurgg 4
The Lhurgg group flanking the Lt. charge, and due to the fearsomeness of the Lhurgg, the 3 soldiers get off a single shot each, all missing, and the Lhurgg charge home! In this uneven contest, the soldiers go down OOF.
However, the squad under the Sgt. hasn't activated yet. They come up behind the Lhurgg, and blast them very effectively, even though all can't fire.
The Lhurgg fail their Man Down test, and their Cohesion Test, and leave the board. This was critical, since the Lhurgg would have chopped the downed soldiers into mincemeat, since they want to kill all downed male enemy.
Turn 16: PDF 4, Lhurgg 3
Even had the squad not been able to save the downed soldiers last turn, their activating first this turn would have allowed them to attempt it before the Lhurgg could activate. As it is, they move forward and cap all the OOF Lhurgg. A subsequent search found the women, who had been hiding in the undergrowth nearby. They then took the Captive Recovery Test, resulting in one recovering completely, and the other recovering physically, but incurably insane. The only good thing about being captured by Lhurgg is that they do not intentionally kill females, but leave them behind when they move on.
Captain Gauche: "Well, Sgt. Masters, this didn't go exactly like I planned. But at least we know the Lhurgg are moving around in the country. Lt. Newman will not recover. The enlisted men will. Thanks for getting everyone back, oh, and rescuing the women. Now I'll have to write a letter, and find someone to replace him. Have you considered officer's training, Sgt.?"
Sgt. Masters: "Yessir, but I don't think its for me. Pardon my saying, sir, but someone's gotta protect them from wet-behind-the-ears Lt.s"
Captain Gauche: "Hmmm. Dismissed."
The Lt. did not survive the after battle roll, but the 3 enlisted men did.
I cheated because the first encounter with the Lhurgg didn't give me a chance to use them at all. They are a vicious and headstrong foe. In the first encounter, I had no chance to use the Scent Of A Woman Test, and I forgot it in the second. Oh well. Two Hour Wargames will have the Lhurgg sheets up pretty soon.
The PDF figures are by Rebel Minis, the Lhurgg by Khurassan, and the two women, by Astro Miniatures. Alack, I have no nude 15mm females. Sigh.
Labels:
5150 Star Army,
Lhurgg,
Two Hour Wargames,
wargames
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